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cccskills

「camera」の検索結果

663 件 ・ 関連度順

概要と使いどころ

Create a real 3D WebGL object with geometric mesh depth, physically based material, directional and ambient lighting, perspective camera, subtle rotation, and floating motion. Use when a page needs a faceted 3D hero object or product-like visual with real lighting instead of CSS transform tricks.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7442026年10月6日 更新

threejs

無料

Use when building or debugging interactive 3D scenes on the web with Three.js (scene/camera/renderer, lights/materials, GLTF loading, controls, performance). Helpful for designers shipping 3D UI moments.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7442026年10月6日 更新

Add restrained mouse-driven orbit and parallax depth to a Three.js hero by damping one pointer target and splitting it across camera translation, look-at, and small object rotations. Use for passive cinematic 3D heroes, pointer-responsive scenes, organic model parallax, and interactive depth where OrbitControls would feel like a product viewer.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7442026年10月6日 更新

Build or extend a playable isometric action RPG in Three.js, React, or similar web technology. Use for game-loop architecture, camera and movement, zones, combat integration, content data, progression, saves, or production-ready vertical slices.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7442026年10月6日 更新

Create a perspective WebGL background grid with fading lines, subtle particle haze, slow forward drift, and gentle camera parallax.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7442026年10月6日 更新

Author or revise readable, flat-world Three.js game levels. Use for movement and camera routes, collision and navigation, encounter zones, landmarks, objectives, pickups, motivated lighting, visibility, deterministic level data, or desktop and mobile playthrough verification.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7442026年10月6日 更新

Add volumetric underwater god rays to a Three.js scene, marching one drifting swell field along every view ray at half resolution so the light shafts converge on the sun, parallax with the camera and carry rippling caustic streaks, with a shimmering surface underside, a sun that wobbles through the ripples, and the same light dappling fish as they swim through the beams. Use for underwater scenes, oceans seen from below, aquariums, reefs, kelp forests, diving and shipwreck scenes, schools of fish, sunbeams or light shafts through water, caustics, "rays of light shining through the ocean", or watery ripples on a background. Includes a reusable module and the Blue Hour sardine-school demo.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7442026年10月6日 更新

Score a game's combat skills and spells out of 10 with blind judges, then raise the weakest to a bar, for timing and readability (does a skill read as itself, does the blow land when it lands) and for art (detail, light, trails, impact, art direction, judged against a reference such as Diablo IV). Covers filming casts on a stopped, stepped clock, contact strips and close-ups, anonymised two-judge rounds, the levers that moved scores (hero props made from a painted concept with image-to-3D, own schedules and keyed moves, painted additive textures, camera-facing ribbons, light outside the body), the traps that cost points, asset and load budgets, and shipping each skill as its own version. Use when the user asks to score, review, improve, polish or rebuild combat skills, spells or attacks; says a skill "doesn't make sense", "looks bad" or should look like another game; names a target score; or starts a "next skill" thread. Project specifics (review hooks, harness settings, where each skill's code lives, scores so far) go in an optional local references/<project>.md next to this skill.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7442026年10月6日 更新

Build recognizable falling leaves in world space using instanced geometry, independent tumble, coupled sideways drift, shared wind, scene occlusion, and camera-aware recycling. Use for 3D autumn leaves or drifting foliage in Three.js and similar scenes; use falling-leaves for a 2D canvas overlay.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7442026年10月6日 更新

Create a camera-correct sky background for a 3D scene with a procedural atmosphere or panorama, horizon haze, aligned sunlight, and coherent environment lighting. Use for architectural skies, outdoor 3D backgrounds, golden hour, and day-to-night sky transitions.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7442026年10月6日 更新

Build, fix and review character combat animations (melee strikes, bow shots, spell casts, skills, monster attacks, whole move sets) so they read like Diablo IV, Baldur's Gate 3 or Elden Ring and never stretch, lock, wring or break an arm, wrist or hand. A written standard with numbered rules, per-frame tests on the real skinned mesh, keys designed from upper-arm, forearm and blade intents, checks from every camera the player sees, two blind critics plus a blind A/B against the last release, and every critic claim verified against full-resolution frames and live-rig numbers. Use when creating or reworking any attack, skill or move set; when the user says arms, hands, wrists, elbows or weapons look stretched, weird, broken or wrong; when they ask for a standard, rules or tests for animations; or when they ask to score animations or get them to N out of 10.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7442026年10月6日 更新

Build guided and interactive virtual tours through a 3D environment with authored camera paths, room and floor-plan navigation, orbit inspection, smooth mode handoffs, and progressive loading. Use for architectural walkthroughs, real-estate tours, museums, showrooms, and explorable spaces built with Three.js or a similar renderer.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7442026年10月6日 更新

Build, extend, or audit production-linked browser map editors for Three.js and isometric games. Use when Codex needs to create a private director view, derive a versioned editor document from authored placements, add outliner, layer, selection, drag, snap, inspector, or camera controls, expose enemy aggro, leash, or patrol overlays, implement local draft import, export, undo, and reset, secure an editor route with IP and password sessions, or validate and release a map editor without mutating live gameplay data.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7442026年10月6日 更新

Build an ultra-realistic open ocean in Three.js with a deep-water Gerstner spectrum shaded per pixel from analytic derivatives, each wave faded at its own pixel footprint, plus Fresnel sky-cube and planar reflections, subsurface light through the crests, HDR sun glitter, Jacobian lace foam, a Kelvin wake, hull foam, buoyancy queries and aerial perspective into the sky's horizon haze. Use for seas, oceans, sunset or daylight water, sun glitter paths, ship or boat scenes, wakes, coastal flyovers and any 3D scene with a moving camera and a water horizon. Includes the approved water from Pirate Ship Sunset as a reusable module and demo.

日本語の概要は準備中です。原文の説明を表示しています。

MengTo/Skills6,7442026年10月6日 更新

Write publication-ready ML/AI papers for NeurIPS, ICML, ICLR, ACL, AAAI, COLM. Use when drafting papers from research repos, conducting literature reviews, finding related work, verifying citations, or preparing camera-ready submissions. Includes LaTeX templates, citation verification workflows, and paper discovery/evaluation criteria.

日本語の概要は準備中です。原文の説明を表示しています。

Galaxy-Dawn/claude-scholar5,7722026年9月23日 更新

Build continuous-shot motion-driven HTML stories from a subject or narrative, including research, story structure, consistent AI stills, Seedance scene and connector clips, interface styling, media normalization, and browser QA. Use for immersive journeys, timelines, product stories, fictional worlds, or other scene-based visual narratives whose camera should flow from beginning to end; not for ordinary autoplay video pages or general web apps.

日本語の概要は準備中です。原文の説明を表示しています。

OpenSenseNova/SenseNova-Skills5,7542026年10月9日 更新

Write publication-ready ML/AI papers for NeurIPS, ICML, ICLR, ACL, AAAI, COLM. Use when drafting papers from research repos, conducting literature reviews, finding related work, verifying citations, or preparing camera-ready submissions. Includes LaTeX templates, citation verification workflows, and paper discovery/evaluation criteria.

日本語の概要は準備中です。原文の説明を表示しています。

brycewang-stanford/Auto-Empirical-Research-Skills4,6062026年10月12日 更新

Write publication-ready ML/AI/Systems papers for NeurIPS, ICML, ICLR, ACL, AAAI, COLM, OSDI, NSDI, ASPLOS, SOSP. Use when drafting papers from research repos, structuring arguments, verifying citations, or preparing camera-ready submissions. Includes LaTeX templates, reviewer guidelines, and citation verification workflows.

日本語の概要は準備中です。原文の説明を表示しています。

brycewang-stanford/Auto-Empirical-Research-Skills4,6062026年10月12日 更新

Render a target GameObject from a chosen camera angle with optional layer-based isolation, configurable background (solid/skybox/transparent), multi-light setup via JSON, and Composite (2x2 Front/Right/Back/Top) mode. Returns a PNG image. When isolated=true, inactive children may briefly fire OnEnable — see the body for side-effect notes.

日本語の概要は準備中です。原文の説明を表示しています。

IvanMurzak/Unity-MCP4,4282026年10月12日 更新

Capture a screenshot from the Unity Editor Scene View at the requested size. Renders via the Scene View's active camera onto a temporary `RenderTexture`. Requires an open Scene View.

日本語の概要は準備中です。原文の説明を表示しています。

IvanMurzak/Unity-MCP4,4282026年10月12日 更新

Use when preparing manuscripts, conference papers, or academic posters that need venue-specific templates, LaTeX style files, author guidelines, page limits, anonymity rules, camera-ready formatting, or submission compliance checks.

日本語の概要は準備中です。原文の説明を表示しています。

foryourhealth111-pixel/Vibe-Skills3,6762026年8月31日 更新

Stage-based submission checklists for papers/reports: pre-submission, submission, revision/rebuttal, camera-ready. Includes templates (cover letter, rebuttal matrix) and quality gates.

日本語の概要は準備中です。原文の説明を表示しています。

foryourhealth111-pixel/Vibe-Skills3,6762026年8月31日 更新

Use when planning an end-to-end scholarly publishing workflow, including manuscript source-of-truth, submission assets, revision/rebuttal files, camera-ready checks, reproducible build expectations, and publication package structure.

日本語の概要は準備中です。原文の説明を表示しています。

foryourhealth111-pixel/Vibe-Skills3,6762026年8月31日 更新

Reclaim DRAM by disabling unused subsystems across MB1 BCT, MB2 BCT, kernel reserved-memory, and SWIOTLB. Use for headless or no-camera Jetson deployments; not for CPU/GPU frequency tuning.

日本語の概要は準備中です。原文の説明を表示しています。

NVIDIA/skills3,5822026年10月10日 更新